New Level Editor - GETIC
by Jeff Houck · in Artist Corner · 08/09/2004 (9:00 am) · 14 replies
This is looking *very* good: www.getic.njoydeco.com/
for level design. The author was going to release v1.0 on the 8th but has postponed until the 18th. However, the beta is looking real impressive, IMO.
A little blurb off the GETIC site:
"...with full C++ source code for BSP viewer (3D camera movement, dynamic lights, line of sight collision detection) ms3d and 3ds file importer."
for level design. The author was going to release v1.0 on the 8th but has postponed until the 18th. However, the beta is looking real impressive, IMO.
A little blurb off the GETIC site:
"...with full C++ source code for BSP viewer (3D camera movement, dynamic lights, line of sight collision detection) ms3d and 3ds file importer."
About the author
#2
03/07/2005 (1:40 am)
Can we get that working with torque? not that it is released?
#3
03/31/2005 (1:15 am)
Looks cool!!!!
#4
03/31/2005 (4:33 pm)
Maybe if more of us join and 'encourage' them to get .dif to export than hooray
#5
04/12/2005 (1:16 pm)
It can save to a .map file format so map2dif should theoretically work.
#6
08/30/2005 (1:56 am)
IT WORKS fine !!!!!! I tried it out and works !!! And BIG news are that the author relased the 1.2 version for free !!!
#7
I still need to check it out.
09/28/2005 (1:36 pm)
I downloaded 1.2, and if you launch it fro the desktop shortcut, it crashes, and creates several empty folders on the desktop. It launches fine from the install directory, though. I had to edit the shortcut porperties for to "Start in" to say "C:\Program Files\Getic 3D\_bin". After that, it works properly from the desktop shortcut.I still need to check it out.
#8
You do not have the correct version of the FPS starter kit or the related art needed to play on this server, please contact the server oparator for more information . (Invalid packet.)
Then in the console log i find this:
Could not locate texture: starter.fps/data/shapes/crates/metal/NULL
Could not locate texture: starter.fps/data/shapes/crates/metal/TRIGGER
Could not locate texture: starter.fps/data/shapes/crates/metal/WHITE
Connection error: Invalid packet..
Any clues why the engine would through this error?
09/28/2005 (4:56 pm)
I created a box with a texture, exported to map then used map2dif_plus to create the dif file. I placed the 128x128 jpg texture in the same location as the dif file. However, when I use the Torque built in map editor to add the dif file to the starter.fps, the game exits to the menu with the following message:You do not have the correct version of the FPS starter kit or the related art needed to play on this server, please contact the server oparator for more information . (Invalid packet.)
Then in the console log i find this:
Could not locate texture: starter.fps/data/shapes/crates/metal/NULL
Could not locate texture: starter.fps/data/shapes/crates/metal/TRIGGER
Could not locate texture: starter.fps/data/shapes/crates/metal/WHITE
Connection error: Invalid packet..
Any clues why the engine would through this error?
#9
09/28/2005 (5:02 pm)
Where could i get the map2dif converter?
#11
I checked the map2diff_plus console.log file and found that is looking for a texture named 0.000000 instead of the jpg. Here is the output:
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Input Init:
DirectInput not enabled.
Loading metal_crate.map
Initial texture search path is set to ""
Successfully opened map file: metal_crate.map
Loading textures:
Unable to load texture 0.000000
STATISTICS
- Total brushes: 1
+ structural: 1
+ detail: 0
+ portal: 0
- Number of zones: 1
- Number of surfaces: 6
Is the texture not being set correctly in GETIC hence causing map2dif_plus to fail to load it?
09/28/2005 (5:59 pm)
I think i know why i have the problem in the engine but don't know how to fix it.I checked the map2diff_plus console.log file and found that is looking for a texture named 0.000000 instead of the jpg. Here is the output:
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Input Init:
DirectInput not enabled.
Loading metal_crate.map
Initial texture search path is set to ""
Successfully opened map file: metal_crate.map
Loading textures:
Unable to load texture 0.000000
STATISTICS
- Total brushes: 1
+ structural: 1
+ detail: 0
+ portal: 0
- Number of zones: 1
- Number of surfaces: 6
Is the texture not being set correctly in GETIC hence causing map2dif_plus to fail to load it?
#12
If you take a look at the source code in 1.4RC2 you can see it is pretty straight-forward to edit to add new formats.
09/29/2005 (3:01 am)
Sounds like it might be a format that map2dif plus doesn't support (it covers Q1, Q2, Q3 (non-brushdef), Valve220, and a few variants of each of those - 16 different editors at my last count).If you take a look at the source code in 1.4RC2 you can see it is pretty straight-forward to edit to add new formats.
#13
I get the same 0.000000 texture error as mentioned above :\
I know that there's 3d world studio and it look really great, but at the moment i'm not able/willing to pay 80$ to use it in a 100$ engine ;)
well, any help is appreciated :)
11/22/2005 (8:17 am)
Anybody still working on this?I get the same 0.000000 texture error as mentioned above :\
I know that there's 3d world studio and it look really great, but at the moment i'm not able/willing to pay 80$ to use it in a 100$ engine ;)
well, any help is appreciated :)
#14
Both files will have three sets of coordinates with three number in each surrounded by parenthesis. The file exported from Hammer will have the name of the texture that should be used in that set of coordinates. The file exported from Getic is missing this information.
I created a simple box in Getic, exported it to a box.map file, then opened it in a text editor, entered the name of the jpg file name without the jpg extension and saved it. I placed the jpg in the same location as the map file, ran "map2dif_plus box.map" and this time it exported. However, when I placed the box in the game, the textured was not properly scaled so I could only see part of the texture.
I don't know if I didn't configure Getic correctly or it's a problem with the map export function. I guess since the source code to the editor is available, the map export function can be fixed to include the texture and proper texture scaling values.
11/22/2005 (10:21 am)
@Boh - I did some testing and found out that the map file generated from Getic is missing the name of the texture and finds the number 0.000000 in place were the texture name should be. Export a map file from Hammer and one from Getic and open each one in a text editor so you can see the difference.Both files will have three sets of coordinates with three number in each surrounded by parenthesis. The file exported from Hammer will have the name of the texture that should be used in that set of coordinates. The file exported from Getic is missing this information.
I created a simple box in Getic, exported it to a box.map file, then opened it in a text editor, entered the name of the jpg file name without the jpg extension and saved it. I placed the jpg in the same location as the map file, ran "map2dif_plus box.map" and this time it exported. However, when I placed the box in the game, the textured was not properly scaled so I could only see part of the texture.
I don't know if I didn't configure Getic correctly or it's a problem with the map export function. I guess since the source code to the editor is available, the map export function can be fixed to include the texture and proper texture scaling values.
Torque 3D Owner dsfsd